Showing posts with label Underdark. Show all posts
Showing posts with label Underdark. Show all posts

8/8/15

Montporte Dungeon Mysteries: Vardray's Discontinuity and the Deep Dark

Introduction
Deep under the earth lies the Vardray Discontinuity. It was discovered in ancient times by the sage and wizard, Vardray. His writings have been lost to us, but Pliny the Alder, the great elven scholar and encyclopedist, has preserved excerpts of Vardray's work in his Gazetteer of Arcane Geography. Pliny lived in late antiquity and some of his works have not been passed down to us. Fortunately, we do have a number of reliable and complete copies of his Gazetteer of Arcane Geography.

Pliny on the Vardray Discontinuity
In his Gazetteer of Arcane Geography, Pliny records the following with regards to the Vardray Discontinuity.

The mighty elven wizard Vardray is the first to describe what is now known to sages and scholars as the Vardray Discontinuity. How Vardray discovered the discontinuity is shrouded in mystery, but many stories come to us of Vardray’s unique and creative laboratory spells and his renown courage as an explorer. 

Vardray, in his Observations from the Field: Volume 2, writes:
And it came to pass that I learned of an odd and major arcane feature in the eastern mountains. The dwarves, in the Elder Days, named these mountains, Dragonfang. I have found that there is a very narrow zone that separates an upper region of the earth’s volume from the deeper region below this narrow zone of separation. 
Above this separation zone [now known as the Vardray Discontinuity—Pliny], the rock and soil contain very little magic. This is the earth—the rock, stones and soil—that we see around us every day. I call this the Mundane Zone. However, below this zone of separation lies a region permeated by magic and wonder. I call this the Deep Zone. 
This Deep Zone is permeated by a magical energy such that certain kinds of plants are able to draw sustenance from it much like our trees, grasses, vines and crops draw life from the sun. In turn, these plants support a wide variety of other creatures. Indeed, I have learned of races living in the Deep Zone and raise crops of Deep Zone plants for food and trade. Stories of these societies can be found among the dwarves. 
The material of our universe is somehow altered in this Deep Zone so that has the most amazing and wondrous properties. I have discovered some of these properties during my investigations. Firstly, in the Deep Zone, the material of our universe is stretched thin, for lack of the better term. There are places where powerful creatures find it easy to pass from their home plane to our plane of Aarde and back again. This, of course, makes the Deep Zone both interesting and dangerous.
The Deep Zone also features areas where the laws of geometry do not match the geometry of our surface world. For example, there are many areas where careful mapping would tell a Deep Zone traveler that their destination is 2 days distant, when in fact, the destination is 5 days distant. Goblin traders from the Deep Zone have told me that special maps are required to navigate between locations in the Deep Zone. The goblins, keeping these maps to themselves, have become masters of Deep Zone trade. 
The goblins have also told me of cities and lands that lie outside of our dimension, yet have access or a portal via the Deep Zone. These cities and lands are part of our plane, the plane of Aarde, yet they are not. The goblins’ descriptions of these lands are beyond belief, but I would not be surprised if they contain much truth. 
Much to the delight of dwarves, great riches can be mined in the Deep Zone below the eastern mountains [Dragonfang]. Dwarven history is filled with the establishment of mines and cities in and above the Deep Zone in the eastern mountains [Dragonfang]. The stories of these settlements have the same sad plot, the discovery and extraction of obscene amounts of metals and gems of all sorts followed by horrible and complete disaster from below. As I noted above, the Deep Zone is a dangerous place. 
In terms of geography, the Deep Zone lies closest to the surface in areas of the eastern mountains [Dragonfang]. The narrow zone that separates the Deep Zone from the Mundane Zone plunges deeper into the earth as one moves west away from the mountains towards more civilized lands. In fact, I was unable to determine any evidence that the Deep Zone exists beneath our own settled lands to the west. On the other hand, my preliminary work in the laboratory and field indicates that the Deep Zone does exist beneath the wild land to the east of the eastern mountains [Dragonfang]. The Deep Zone lies deeper below the surface of the wild land than it does in the eastern mountains [Dragonfang] but it is clearly there below the surface. I believe that the existence of the Deep Zone beneath the wild land might be the reason the wild land is so wild.
I, Pliny, have in my own humble travels come across interesting settlements and history in the Dragonfang. For example, there is a settlement of humans who have dedicated themselves to understanding the fundamental fabric of the universe by studying the elements and energies. I believe that they have found this easier by living in close proximity to the Deep Zone. There are also dark and ancient tales of kobolds abiding in the Deep Zone and master the magic of the elements and energies for malevolent purposes. Fortunately for us today, kobolds have lost both the knowledge and interest in such dangerous magic. I have written more about this in other writings.

Related Posts
The World of Montporte
The Montporte Region: History and Geography
The Deep Dark: That Which Lies Beneath the Montporte Dungeon
Montporte Cosmological Notes: On the Planes
Montporte Cosmological Notes: On the Elements
Montporte Cosmological Notes: On the Energies
Goblins (Fey)--Montporte Dungeon Campaign Critter
Peoples, Tribes, and Gangs in the Montporte Dungeon
Little Larry the Kobold (an NPC's story)

Related Maps
The town of Montporte and surrounding area
The Montporte region

1/21/15

First Glimpse of the Montporte Deep Dark

The brave adventurers descended 42 vertical miles or so from the Montporte Dungeon deeper into the earth. They found themselves in a forest of pink and orange mushrooms, with black sticky dungeon moss and lots of green slime. It turned into an old fashioned hex crawl, except that it was dark. Here is the players' hex map. It looks a bit like a caterpillar black light poster. Each hex is one mile.

1/8/15

The Deep Dark: That Which Lies Beneath the Montporte Dungeon

The Deep Dark and its denizens are the stuff of legends and myth. Even in a world of wondrous magic, fearsome creatures, and powerful gods, the stories of the Deep Dark are considered kiddie stories. The Deep Dark is akin to Santa's North Pole or Pooh's 100 Acre Wood...a fictional land created to entertain young children, but too twisted and fantastical to be believed.

The Deep Dark wishes it this way. However, a few enlightened sages and brave adventurers know differently. They know that in a remote land far to the east of the Western Kingdoms there is a mountain range whose height and roots and mass stretch the very fabric of the plane of Aarde almost to its breaking point. Under these mountains lie riches so immense they cannot be imagined.

The dwarves are drawn to this area, like moths to the flame. Gold, silver, commercial metals in inexhaustible supply. Gems, like low hanging fruit, ripe for harvest. The dwarves come, as they always do. The dwarves come and they dig and they mine.

And mages and prophets and mystics and outcasts come, beckoned by the siren call of wild magic and transfiguring enlightenment. And they dig to make a home for themselves, they dig to find the source of the magic.

The long parade of dwarves and humans...seeking wealth, seeking knowledge, seeking power, seeking magic. They come and dig.

And they meet those who are digging from below...from the Deep Dark. And they learn the true nature of the Deep Dark of Montporte...the twisted passages, the distorted realities, the insanity of planes intersecting planes, and dimensions spiraling crazily into oblivion. Where even nightmares come to die.

They meet those who are digging upward. And those digging downward are no more.

12/10/14

Quick Underdark Questions

Just some questions without definite answers:

  1. What does the term "Underdark" mean to you?
  2. How would you create and run an Underdark campaign?
  3. How does the Underdark interface with the typical megadungeon? 

3/1/13

Five For Friday 10: Five Paths For Dungeon Design

Designing a megadungeon as the basis for an extended campaign is a daunting task. To start with, it is a huge time suck. And, even you put in a buttload* of time, the finished product might not support extended play. While there are no magic bullets, perfect shortcuts, or foolproof methods, there are some design tools and methodologies that I have found helpful. I use them as paths for dungeon design.

I have these in, what seems to me, a logical order. However, in practice I do jump around between them to plan ahead, solve problems, organize my thoughts and do whatever it is I need to do to come up with a fun playable dungeon design.
  • The One Page Dungeon: Here is a modular approach, popularized by Stonehell Dungeon (which utilizes a Two Page Dungeon) and a string of One Page Dungeon contests. Basically, the dungeon is mapped out in 300' X 300' modules (or similar size) with the map and the map key fitting onto one page (or two pages). Here are some early posts from Sham's Grog `n Blog (here and here), ChicagoWiz's RPG Blog (here), and The Society of Torch, Pole and Rope (here) that provide more detail and insight.
  • The Architect DM Series: This series of blog posts on Critical Hits are not profound, but they do serve as a good reminder that a dungeon is a physical space underground (two sample posts here and here). I try to include basic engineering elements, such as columns. More importantly, it is a good reminder to have lots of "black space" or solid rock to physically support the rooms and passages. Part of this is my own personal dislike of dungeons that have no apparent means of support the roof (you know, those dungeons where every space on the map has been used (like Gary's map pictured here). My undergrad degree is in geophysics, so I feel a suprising need to have structural integrity in my dungeon (but at the same time, I don't worry about what dungeon critters eat...go figure).
  • Map Flow/Decision Tree Approach: I wasn't sure what to call this approach to dungeon design. "Melan," in a now-classic thread post, analyzed a number of TSR/WotC adventure modules, by looking at the pathway(s) available to player characters as they physically moved through the module (you can find Melan's text here). While he restricted his analysis to modules (with smaller dungeons), his thoughts and observations have helped me think through how player characters move through space. I have found it particularly helpful in giving players opportunities for decision-making based upon the physical layout of the dungeon.
  • Node-Based Dungeon: Another way to diagram and plan dungeon areas, factions, and encounters. Keith Davies has several posts on his blog, In My Campaign (you can read some of his node-based dungeon posts here, here, and here). Dungeon of Signs also has this post. [Update 3/8/13: Keith added links/landing page for his Node-Based Dungeon posts; you can find it here]
  • The Dungeon, the Underdark, and Beyond: I am a big fan of the Underdark concept. I love the idea of underground cities, complexes, and sites connected by stairs, rivers, passages, and portals (like this and even this).
What approaches, tools, publications, or methods have you found helpful for dungeon design?

*Thanks to the Happy Whisk for providing me with this useful unit of measure.